spine-runtimes/spine-csharp/src/IkConstraintData.cs

113 lines
4.1 KiB
C#

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
/// <summary>Stores the setup pose for an IkConstraint.</summary>
public class IkConstraintData {
internal string name;
internal int order;
internal List<BoneData> bones = new List<BoneData>();
internal BoneData target;
internal int bendDirection = 1;
internal bool compress, stretch, uniform;
internal float mix = 1;
/// <summary>The IK constraint's name, which is unique within the skeleton.</summary>
public string Name {
get { return name; }
}
public int Order {
get { return order; }
set { order = value; }
}
/// <summary>The bones that are constrained by this IK Constraint.</summary>
public List<BoneData> Bones {
get { return bones; }
}
/// <summary>The bone that is the IK target.</summary>
public BoneData Target {
get { return target; }
set { target = value; }
}
/// <summary>
/// A percentage (0-1) that controls the mix between the constraint and unconstrained rotations.</summary>
public float Mix {
get { return mix; }
set { mix = value; }
}
/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
public int BendDirection {
get { return bendDirection; }
set { bendDirection = value; }
}
/// <summary>
/// When true, and only a single bone is being constrained,
/// if the target is too close, the bone is scaled to reach it. </summary>
public bool Compress {
get { return compress; }
set { compress = value; }
}
/// <summary>
/// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it.
/// If the bone has local nonuniform scale, stretching is not applied.</summary>
public bool Stretch {
get { return stretch; }
set { stretch = value; }
}
/// <summary>
/// When true, only a single bone is being constrained and Compress or Stretch is used,
/// the bone is scaled both on the X and Y axes.</summary>
public bool Uniform {
get { return uniform; }
set { uniform = value; }
}
public IkConstraintData (string name) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.name = name;
}
override public string ToString () {
return name;
}
}
}